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** Copyright (c) 2012 The Khronos Group Inc.
**
** Permission is hereby granted, free of charge, to any person obtaining a
** copy of this software and/or associated documentation files (the
** "Materials"), to deal in the Materials without restriction, including
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** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS.
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<!DOCTYPE html>
<html>
  <head>
<meta charset="utf-8">
    <title>WebGL Multisample Renderbuffer Corruption Test</title>
    <link rel="stylesheet" href="../../resources/js-test-style.css"/>
    <script src="../../resources/js-test-pre.js"></script>
    <script src="../resources/webgl-test.js"> </script>
    <script src="../resources/webgl-test-utils.js"> </script>
</head>
<body>
<canvas id="example" width="1024" height="1024" style="width: 128px; height: 128px;"></canvas>
<div id="description"></div>
<div id="console"></div>
    <script id="vshader" type="x-shader/x-vertex">
        attribute vec4 vPosition;
        void main()
        {
            gl_Position = vPosition;
        }
    </script>

    <script id="fshader" type="x-shader/x-fragment">
        void main()
        {
            gl_FragColor = vec4(0.0,0.0,0.0,0.0);
        }
    </script>

    <script>
        function init()
        {
            if (window.initNonKhronosFramework) {
                window.initNonKhronosFramework(false);
            }

            description(document.title);

            var lastContext = null;
            var cycleCount = 0;
            var maxCycles = 100;
            var failed = false;
            var wtu = WebGLTestUtils;
            var gl = wtu.create3DContext("example", {antialias: true, preserveDrawingBuffer: true});

            gl.clearColor(1.0, 0.0, 0.0, 1.0);
            gl.clear(gl.COLOR_BUFFER_BIT);

            program = setupProgram(gl, "vshader", "fshader", ["vPosition"]);
            var vertexObject = gl.createBuffer();
            gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject);
            gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([ 0,2.5,0, 1.5,1.5,0, 2.5,1.5,0 ]), gl.STATIC_DRAW);
            gl.enableVertexAttribArray(0);
            gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 0, 0);

            function cycleAndTest() {
                var gl2 = wtu.create3DContext(null, {antialias: true});

                gl2.canvas.width = gl2.canvas.height = 1024;
                gl2.canvas.style.width = gl2.canvas.style.height = "1px";
                document.body.appendChild(gl2.canvas);

                gl2.clearColor(1.0, 0.0, 0.0, 1.0);
                gl2.clear(gl2.COLOR_BUFFER_BIT);

                if(lastContext) {
                    var tex = gl.createTexture();
                    gl.bindTexture(gl.TEXTURE_2D, tex);
                    gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 1024, 1024, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
                    gl.drawArrays(gl.TRIANGLES, 0, 3);
                    var msg = "Should be red after loop " + cycleCount;
                    wtu.checkCanvasRectColor(gl,
                        0, 0, gl.canvas.width, gl.canvas.height,
                        [255, 0, 0, 255], null,
                        function() {
                            testPassed(msg);
                        },
                        function() {
                            testFailed(msg);
                            failed = true;
                        },
                    debug);
                    document.body.removeChild(lastContext.canvas);
                }

                lastContext = gl2;
                cycleCount++;

                if(cycleCount <= maxCycles && !failed) {
                    wtu.waitForComposite(gl2, cycleAndTest);
                } else {
                    finishTest();
                }
            }

            cycleAndTest();
       }

       init();
       successfullyParsed = true;
    </script>

</body>
</html>
